Base Class: Monk
Six Seals, six forms... potentially infinite power. Monks who have sealed away six of their ki points using specialized runic script to bottle up and unleash the latent power available deep within ki itself. Masters of seals and runes, they can exhibit immense explosive power at the cost of a grueling and detrimental down time.
Way of the Six Seals
Monks who follow The Way of the Six Seals obtain Runic Seals on the Ki focus points of their body and learn how to release them in order to obtain the great power within themselves.
After choosing the Way of the Six Seals at 3rd level you are able to release the runic seals on your body by spending the appropriate Ki points. After resealing the runes you gain a level of exhaustion equal to the highest level seal you had unlocked.
Each Seal takes a bonus action to be released, and each Seal takes one full action to be resealed. Control of the Demon seal lasts for 4 minutes, Devil seal lasts for 2 minutes, Dragon seal lasts for 1 minute, Kirin seal lasts for 8 turns, Iron seal lasts for 6 turns, and Soul seal lasts for 4 turns.
If you don't reseal a rune within the allotted time, you automatically advance to the next seal, or if you don't have the Ki points to do so, drop to the ground, become stunned, and take that Seal's level in d8s of necrotic damage, each turn until you seal it. If you do not reseal after reaching the allotted time for the Soul seal, you instead take 10d10 necrotic damage and become stunned for 1d6 rounds. Each consecutive seal you open resets the time of any already opened seals (e.g. if you have had the iron seal open for 4 turns and then open the soul seal, the iron seal is reset to having six turns of up time.). Seals must be opened in order, the only exception being the Soul seal which you can forcibly open if you drop below 25% HP. Each seal you open costs Ki points, ki points spent to open the previous seal count towards the next (e.g. its two ki points to open the Demon, since the Devil seal costs four and you've already spent two to open the Demon seal you only need to spend two more ki points.)
The Demon seal requires 2 ki points to open, Devil seal takes 4, Dragon seal takes 6, Kirin seal takes 10, Iron seal takes 12, Soul seal takes 14.
The Six Seals |
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Seal Name |
Seal Affect |
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Demon Seal |
You gain +1 to saving throws, resistance to fire damage, and gain +1d6 to unarmed damage rolls. |
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Devil Seal |
You gain advantage on wisdom saving throws, become immune to fire damage, and have advantage on opportunity attacks against enemies who attacked you that turn. |
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Dragon Seal |
You gain a 15ft. flying speed, and gain +2 to your AC. |
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Kirin Seal |
Your attacks now deal an additional 1d8 lightning damage, you gain the extra attacks feature. |
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Iron Seal |
You gain resistance to non-magical bludgeoning, slashing, and piercing damage, enemies have disadvantage on rolls to move you. You lose 15ft. of movement speed. |
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Soul Seal |
You gain half your max HP as temp HP, when you attack an enemy with an unarmed attack and miss you deal half damage to the enemy regardless. |
Sealing Strike
At 6th level you learn to apply your knowledge of seals differently.
When you strike an enemy with an unarmed strike you can spend 2 ki points and seal one of their stats until the start of your next turn. Sealed stats have half their value.
Sacrificial Seal
At 11th level you've learned to offset some of the recoil from unlocking your seals onto another creature.
When you reduce a creature to 0 hit points you can spend 4 ki points to reduce your exhaustion level by 2, this reduces the creatures corpse to dust.
Power Seal
At 17th level, you've learned to seal the power of things.
Using 10 ki points and minute of time you can seal away the power of an item, spell, or creature for 24 hours. This turns the item mundane, dispels the spell, or gives the creature the same stats as a commoner.
Doing this every day to the same item, spell, or creature for a month makes the change permanent, unless you decide to unseal them at a later date.







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